Currently we only have Systems (and Resources but it's way more ugly to do that here) to have some logic over entities but sometimes we would like to have a unique (or maybe few) entity with custom behavior. For example, moving Camera could be a "special" entity that use a script to update some components like position.
It should be nice to have a way to create custom behavior for entities and there is some way to do it like native scripting (script in the same langage as the engine), basic scripting (binding using specific API like mono embedding for C# or sol for Lua) or dyn / static lib (by creating bindings to a langage, building a static / dynamic library and loading it into the engine). I think, for our current needs, we will implement the easiest way to do scripting which is native scripting.
Some videos of the great TheCherno <3 can help us to implement it like Native Scripting.
Warning
Please, consider our architecture different and try to only add plugins (or feature for them) rather than updating the core of the engine. I know that there is a lot of game engine that add logic inside the core of them but as we tend to have a splitted, lightweight and customizable architecture, we should be able to implement this feature only with Resources, Components and Systems (and Utils but it's more than a convenient way to reduce duplication than implementing a feature)
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Currently we only have Systems (and Resources but it's way more ugly to do that here) to have some logic over entities but sometimes we would like to have a unique (or maybe few) entity with custom behavior. For example, moving Camera could be a "special" entity that use a script to update some components like position.
It should be nice to have a way to create custom behavior for entities and there is some way to do it like native scripting (script in the same langage as the engine), basic scripting (binding using specific API like mono embedding for C# or sol for Lua) or dyn / static lib (by creating bindings to a langage, building a static / dynamic library and loading it into the engine). I think, for our current needs, we will implement the easiest way to do scripting which is native scripting.
Some videos of the great TheCherno <3 can help us to implement it like Native Scripting.
Warning
Please, consider our architecture different and try to only add plugins (or feature for them) rather than updating the core of the engine. I know that there is a lot of game engine that add logic inside the core of them but as we tend to have a splitted, lightweight and customizable architecture, we should be able to implement this feature only with Resources, Components and Systems (and Utils but it's more than a convenient way to reduce duplication than implementing a feature)